DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Drjft » 22 Jun 12, 11:42 pm

Nekosan wrote:
Grendel wrote:Oh dear god! Expect another avalanche of new players.
http://www.cad-comic.com/cad/

PS: Read underneath for his own personal reveiw.


Remind me never to take his advice on anything, that was the most retarded review i've ever seen, "I didn't do the tutorial and I kept dying, this would be better for call of duty" is about as lowbrow as you can get, either he was writing a parody of the noobs that annoy everyone or he's just a total moron.

I'd like to see what game he thinks can handle the concept of Dayz other than Arma.


I love his condescending "who just happens to already own Arma 2?".

**** idiot.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 23 Jun 12, 1:26 am

OK, they really need to add an "Are you sure?" dialog box after hitting the respawn button in the esc menu. Was all geared up after a few successful night loots of NE airfield and wanted to open options to see what a certain control button was and I accidentally hit respawn, killing me and losing all my gear. :x
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 23 Jun 12, 1:44 am

Anon. E. Moose wrote:OK, they really need to add an "Are you sure?" dialog box after hitting the respawn button in the esc menu. Was all geared up after a few successful night loots of NE airfield and wanted to open options to see what a certain control button was and I accidentally hit respawn, killing me and losing all my gear. :x


Have had three friends do this. It's both hilarious and annoying at the same time.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 23 Jun 12, 2:53 am

Brunius wrote:Are you even reading what I'm saying? I've said 2-3 times that I needed the AddOns folder from the ArmA 2 directory in Operation Arrowhead.
Just to be perfectly clear, there WAS NOT ONE THERE BEFORE.



Are you reading what I'm saying?
I said you're doing something wrong because it doesn't need to be there, Its not there because its not needed, no one else who's installing the 2 games and running them correctly needs it.

YOU
ARE
DOING
IT
WRONG.


It sounds like you don't know how to launch combined ops properly.

Once more to be clear....
If you follow the install and launch instructions properly then you do not even need an addon folder in your OA directory.
This is why there is now part of the install instructions that says 'copy the addons folder from A2 to OA'.


Anon. E. Moose wrote:OK, they really need to add an "Are you sure?" dialog box after hitting the respawn button in the esc menu. Was all geared up after a few successful night loots of NE airfield and wanted to open options to see what a certain control button was and I accidentally hit respawn, killing me and losing all my gear. :x



I logged into ANZ1 earlier and got spawned 200ft in the air in the dev forest.
I died, obviously, and now that corpse timers are stupidly short none of my friends were close enough to loot my corpse for me.
The most important things I lost were my LA85 A2 AWS, NVG, rangefinder, GPS and M9SD with 7 mags.

Too bad they spend more time making it harder for new players then they do fixing the bugs that cause half the respawns in the game in the first place.

4 days ago I went prone under a tree and died, but that time I had someone nearby grab my gear and stick it in our vehicle.
Luckily I ran back right away because by the time I logged on the next day all the vehicles were reset and we'd lost all our supplies.


It really ticked me off since No one I know has seen any other AWS or TWS weapon drop yet. [despite getting 6 FN FALs, similar number of AS50s, several bizon SDs and M107s.]


also why is the FN fal [no optics] in that rare loot list?
I can't see anything special about it and you can't even use other 7.62x54mm NATO ammo in it [like M24/DMR/M240], so you've got a gun with only 1 ammo source and it doesn't seem special?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 23 Jun 12, 8:39 am

TRB wrote:
Brunius wrote:Are you even reading what I'm saying? I've said 2-3 times that I needed the AddOns folder from the ArmA 2 directory in Operation Arrowhead.
Just to be perfectly clear, there WAS NOT ONE THERE BEFORE.



Are you reading what I'm saying?
I said you're doing something wrong because it doesn't need to be there, Its not there because its not needed, no one else who's installing the 2 games and running them correctly needs it.

YOU
ARE
DOING
IT
WRONG.


It sounds like you don't know how to launch combined ops properly.

Once more to be clear....
If you follow the install and launch instructions properly then you do not even need an addon folder in your OA directory.
This is why there is now part of the install instructions that says 'copy the addons folder from A2 to OA'.


There seems to be some confusion here, and I can't be bothered arguing with you. It works for me, so I'm not fussed.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Sky Monster » 23 Jun 12, 8:58 am

Everyone(who is anyone) knows pros roll with the FN FAL, whether it has optics or not.
8-)

Freeborne wrote:Well said. I agree with Baskerville!


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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 23 Jun 12, 10:22 am

Sky Monster wrote:Everyone(who is anyone) knows pros roll with the FN FAL, whether it has optics or not.


Good luck doing that in 1.7.2, when ammo actually gets counted between logins.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 23 Jun 12, 12:59 pm

FN FAL is British isn't it? It's the backstory of only British **** being in chopper wrecks I thought.

My mate had an L85A2, but he logged in one day and the game had glitched it and deleted it from him.

Also, that respawing thing - some guy in a server about a week ago popped up as dead.

Next second in chat: "Noooooooooooo 9 days gone :(" Me: "Who killed you?" Him: "I.. I hit respawn instead of options.."
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 23 Jun 12, 1:03 pm

TRB wrote:also why is the FN fal [no optics] in that rare loot list?
I can't see anything special about it and you can't even use other 7.62x54mm NATO ammo in it [like M24/DMR/M240], so you've got a gun with only 1 ammo source and it doesn't seem special?


Honestly? Because it's a tack driver, awesome front sight post, 7.62mm and it's just generally great to fire. Aside from the ammo availability issue it's one of the best guns in the game at close - intermediate ranges.

I had myself another Bizon night before last until the game somehow deleted my only magazine, not happy that it's the 9mm version but it's still a little beast, almost no recoil even on automatic.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby TRB » 23 Jun 12, 2:34 pm

I'm just wondering why I'd use the FN FAL over a Mk48 mod0?

same ammo but one has 100rnds per reload and the ammo is comparably easy to find.
hopfully they7'll expand the amo exchang they've stared putting in so I can reload with mags made from other weapons mags.


oh and also its not just brit stuff from the blackhawks, they also drop M107s [and possibly other amreican kit.]
AS50 is still better then m107 though.
and I don't think the bizon is brit.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 23 Jun 12, 4:29 pm

TRB wrote:I'm just wondering why I'd use the FN FAL over a Mk48 mod0?

same ammo but one has 100rnds per reload and the ammo is comparably easy to find.
hopfully they7'll expand the amo exchang they've stared putting in so I can reload with mags made from other weapons mags.


oh and also its not just brit stuff from the blackhawks, they also drop M107s [and possibly other amreican kit.]
AS50 is still better then m107 though.
and I don't think the bizon is brit.


Nah the bizon is Russian, the choppers have all the brit stuff, the bizon as well as the 2 FAL variants, also the m107 and the m4sd i think.

Tbh i'm a little torn over the ammo issue, I currently have an FAL and 2 mags backpacked and I can't really afford the room, unfortunately i can't really justify using it because the ammo only drops from the choppers but at the same time i'm sort of attached to it.

They either need to make all shared caliber ammo transferable ala the .45 or have the mags from the gucci guns spawn somewhere occasionally, something like the AS50 should have rare ammo but i reckon the FAL should be usable fulltime as a weapon without spending a thousand hours chasing chopper spawns.

TBH I actually like the 249 better than the mk48 i think, the mk48 wanders a little too much from the higher stances and the aimpoint doesn't really add much to the weapon because of it, the only real bonus is the stopping power but that's offset by the smaller boxes (they're also less common imo).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Prise » 23 Jun 12, 4:57 pm

Pfft... this is how i play DayZ.

http://imgur.com/ZgNE6
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Jnr » 23 Jun 12, 6:08 pm

EDIT: They really need to fix spawning on top/right next to players. When someone spawns behinds you and can shoot you in the back easily it's just plain stupid. They should make it that if you spawn inside a building you don't see players as well in conjunction with the loot.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 23 Jun 12, 9:34 pm

Prise wrote:Pfft... this is how i play DayZ.

http://imgur.com/ZgNE6


My theory is that they're backing up the central server at the moment. Rocket said it was going to be Saturday offpeak which would be about now.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 23 Jun 12, 10:21 pm

This gave me a little bit of a scare the other day.

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